Salk

Members
  • Content Count

    1,346
  • Joined

  • Last visited

  • Days Won

    43

Everything posted by Salk

  1. Hello! I was wondering if anything can be done about situations like the one in the picture. I have so far seen that rarely but it is quite bad. The prospective Sith in the middle fainted and a good chunk of his body "disappeared".
  2. Well, from the way I understand it, what really matters is the Speaker field. Taking as an example the original file 22aa_zalb01_01.dlg with Canderus and Juhani as party members we have the following: E4 - *hmph* Maybe we should have brought the Wookiee out. This place looks... untamed. [sPEAKER: Cand LISTENER: Player] R3 - (continue) E5 - Are you afraid of the wild, Mandalore? Are you a coward? [sPEAKER: Juhani LISTENER: Cand] R4 - (continue) E6 - Mandalorians are not cowards! We're just practical. [sPEAKER: Cand] R5 - (continue) [END DIALOGUE] The problem with this is that line E6 should see Canderus facing Juhani while he instead faces PLAYER, which seems to be the default action. Adding LISTENER: Juhani to E6 does not fix it. The only thing I could think of to make it work was to add a new empty Entry after R5 and set SPEAKER: Juhani to it. By doing that, Canderus delivers its last line facing Juhani, as it should be. Is there a better/smarter method? Cheers!
  3. Yes, the speaker field is set to HK47 (I am testing this with the kor33_czerkarep.dlg file). I set the listener to "kor33_czerkarep" (Tag of the NPC) and that was the only change I made to E31. Out of curiosity, I tried setting it to "Mission" (the second party member) but even so, HK47 faced the Protagonist instead. I am not sure I understand what the Class field is in this case? I will check k1r_vulsur2.dlg and see if I can figure out whether or not I am missing something obvious? Thanks!
  4. Okay, I have another question here. While testing dialogues I did notice how the party members interjecting should sometimes address a third party but talk to the Protagonist instead. I thought it was just a simple matter of inserting the appropriate tag in the Listener field of the DLGEditor but it does not work. At least, it is not reliable in all situations. Does someone know why? Is there something that can be done? Thanks!
  5. Hello! Can someone tell me what files are involved in the auto level-up function? I am asking because I like the idea of recruited party members to choose their own skills and feats but I find it is really annoying how many of them do not invest in armors or implants. I would like to take a shot at making the choices a little better perhaps. Thanks!
  6. Sorry for hijacking this topic but it is related. Where do I find the function that decides whether or not the Ebon Hawk is reaching destination or being met by enemy fighters in space? I kind of like the "NO_Fighters" mod but perhaps it is a bit extreme and I'd rather tweak the odds (originally, way too high). Anyone who knows? Thanks! EDIT: I think I found it. void sub14() { sub8(" Start: ST_PlayPlanetToPlanet()"); int nRandom = d100(1); if ((sub15() == 1)) { if ((nRandom > 50)) { sub8(" Start: Random Mini-Game Attack"); SetGlobalBoolean("K_RANDOM_MINI_GAME", 1); StartNewModule("m12ab", "", sub9(), "11a", "", "", "", ""); } else { StartNewModule("ebo_m12aa", "", sub9(), "08", sub16(), "", "", ""); SetGlobalNumber("K_CURRENT_PLANET", GetGlobalNumber("K_FUTURE_PLANET")); } } else { sub17(); } }
  7. The dialogue starting again is not really a bug. It's the game's trigger to start the conversation, since the NPC is beyond the force field and dialogue cannot be initiated normally.
  8. I am truly excited to see yet another production from you, Jorak Uln! Thanks for sharing!
  9. Like it is pretty common when creating new .dlg lines, I find myself in need of having some replies appear only once and cannot use the "k_con_talkedto"/"k_act_talktrue" combo. This seems to be ideal for local booleans so this is what I did. I created two simple scripts. The first a conditional: int StartingConditional() { if (GetLocalBoolean(OBJECT_SELF, 53) == 0) { return 1; } else { return 0; } } The second a variable set: void main() { SetLocalBoolean(OBJECT_SELF, 53, 1); } When I tested it, it did work but I am not sure I am not doing anything wrong. First question is: where am I actually storing the variable? Second question: is 53 a good choice? I am not sure I understood how some numbers are "reserved" by the game and shouldn't be used? If someone could shed some lights, it'd be great. Thanks!
  10. It would be very interesting to find out more about how KotOR local variables work. Sad to see that the OP's query has got no attention whatsoever.
  11. The Endar Spire has never been this beautiful. My only suggestion is to revert the color of the footlockers to their original white (or very similar). This because, while on the Endar Spire the dark color might be fine, in other places where we find footlockers they would blend against the dark environment. I am specifically thinking of Manaan underwater but also the Sith base.
  12. I've just finished playing Manaan with your texture pack. Impressive. Congratulations! The only remark: the ocean is really too dark. I noticed I had to crank up the brightness to see where I was walking and that is not a good sign, since it was alright everywhere else.
  13. Well, I fixed this inconsistency by making the offending item a perfect duplicate of the legit Advanced Medpac.
  14. Is there anything that would need to be done for full compatibility with 1.8.5, Pavijan357?
  15. I will experiment more. And yes, I am using a "clean" save game.
  16. Hello Kexikus! Yes, I noticed the typo. It wouldn't compile before changing to a non capital "n". The script is, as suggested by FS himself, been called by "OnDialogue" (so it is not in the .dlg file ) and must somehow disrupt things. Unfortunately I do not know enough to understand why it happens. The problem on my side is also that each time I want to mess with .utc files I need to change the DPI back to normal and reboot the system, making it for a very tedious process (Windows XP requires this reboot each time).
  17. Like before, clicking on the Swoop organizer does not start any conversation and disrupts the successive interaction with object (no matter where I click, nothing happens).
  18. Well, thanks for amending the script. I know it was a long shot but I do appreciate the effort to help. Thank you.
  19. Unfortunately the solution above did not work. I had to put the SetCustomToken second parameter between "" for making it even compile but other than that when I tested it nothing happens when I click to initiate the dialogue. Even if it *did* start the dialogue I was thinking that the script above would not do anything to actually change the record times since the function SetTokenRaceTime is never even called within the main function. Am I wrong? I suppose I should just drop this, although it irks me...
  20. I will gladly test this solution. Thanks for your suggestion!
  21. Well, in practice the only reason to reach Area7 is to find a computer terminal whose function are identical to that in Area12. It seems pretty useless, all considered...
  22. Hello! I'm currently visiting the Sith Embassy in Manaan and I was wondering what the point is with Area 7. To reach that part of the map you have to go through a corridor full with lethal steam but once you reach the other side all you find is a lever to turn off the steam vents (which you could have done before slicing the Embassy computer in Area 12) and a computer terminal just like the one you find in Area 12. There is nothing else. I was wondering what the point of securing a place like this has been... Any ideas? Cheers!
  23. I know you are busy and everyone needs your help, Fair Strides! Take your time and thanks again for your patience.
  24. Let's see if Fair Strides might once more come to the rescue! Thanks for your help anyway though!